Put the two files, directly into your SCaR folder (Data\scar\). NOT in the winconditions. They will work in the background, silently.

NOTES

1] The Rule works every one sec. Which means that you may find the resource increase "non-sequential". Meaning that you will have "sudden", non-smooth resource increases, evert sec. If you want the increase to be smooth, it CAN be done so - but will require more CPU. It is no problem (the code is already light), but I preferred a balanced approach, hence the implementation.

If you have a light config, or you do not like "sudden increases", say so and I will update it.

The end result is irrelevant to implementation anyway - only the visual representation of the increase r each resource will be smoother, that is all.

(I know, I am an expert in making simple things sound complex!)

2] I have set the increase (g_TyrRace_Factor) to 1 per second per entity devouring. It seemed MUCH to me. A value of 0.25 would be much better.

Easy to do of course, but requires some time. I will try to have it ready asap, brother

I have much to do this weekend though. And there is more in line.

Is "the next weekend", OK with you?

Some questions:

1] What is the exact name of the Tyranid race we are dealing with (just to make sure)?

2] Do you want the code to "run silently" (in the background), or to be a win condition (that will be [always on])? The latter is self-explanatory, the former will require me to slightly modify the Data/scar/scarutil.scar file, as well. If you have not touched that, or you do not know what I am talking about, then you portably have the Vanilla one - so we are OK. In this case, you just have to decide among the "silent" or "win condition" implementations.

3] While a squad devours, you want the resources to increase proportionally to the squad member size, right?

Also, note that a recourse increment of "10 per corpse" is not easily set, so I will use a global var as a factor, and you can set it at the value that suits you.